#version 330 core 
out vec4 FragColor;
in vec2 TexCoord;
in vec3 FragPos;
in vec3 Normal;
in float brightnessLevel;


uniform sampler2D TextureId;


void main()
{   
    vec3 lightDir = normalize(-vec3(-1,-1,-1));
    
   
    float diff = max(dot(Normal, lightDir), 0.0);
    FragColor = texture2D(TextureId, TexCoord);


    FragColor.rgb =   FragColor.rgb  + FragColor.rgb * diff ;

    FragColor.rgb  =  FragColor.rgb  * 0.5 * brightnessLevel;
    

   
}